Abstract

This paper introduces a novel approach to integrating various psychosocial models to facilitate the construction of flexible, expressive, and believable non player characters for modern video games. Instead of forcing game designers and developers to choose from a multitude of possible models for personality, emotion, and so on, each with their own strengths and weaknesses, our approach enables the use of multiple models simultaneously, either partially or in their entirety. In doing so, we can provide considerable flexibility and customizability in character design, leading to richer and more varied characters in video games.Based on our approach, a prototype run-time system has been developed, using our earlier work in emergent characters as a foundation. To further support our approach in the creation of characters, tools have also been created to construct psychosocial models, as well as the characters based on these models. These prototypes have been evaluated and shown through experimentation to produce very positive results, and have great promise for continued work in the future.

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